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View Full Version : Weapon and industrial design of Nullworld


dhilipsomesh
12-04-2008, 05:53 AM
Hi CG people

i am really happy am back to forum after a long time ,its more like silence before the storm.

i would like to share my design sense on making industrial designs and weapon designs

my first post would be a heave fire blaster .
http://forums.cgsociety.org/attachment.php?attachmentid=135708

dhilipsomesh
12-04-2008, 06:00 AM
http://forums.cgsociety.org/attachment.php?attachmentid=135709some more of it

dhilipsomesh
12-04-2008, 08:56 AM
http://forums.cgsociety.org/attachment.php?attachmentid=135714hi i made a new blaster the different version of the previous blaster.

more grounded to the present days look

dhilipsomesh
12-04-2008, 12:29 PM
http://www.conceptart.org/forums/attachment.php?attachmentid=533673&stc=1&d=1228397233new barrel option for bruster

dhilipsomesh
12-04-2008, 01:04 PM
hi Right brains

i will be posting the process soon from the next weapon
i would like to have this Theard more for thinking process than techniques ,

The principles of concept art



concept art is aesthetic.
concept art helps us to understand a product.
concept art is consequent to the last detail.
concept art is as little design as possible
less is more
form follows function
know when to stop
don't cheat yourself
learn to co relate to your mind with mind, before you co relate mind(brain) to hand.
Drawing is not designing
understand forms
some more in the next upload

Lunatique
12-05-2008, 04:35 AM
These are pretty nice designs (though not that ergonomic as real weapons)--they would fit right into any of the modern sci-fi games or movies. Are you familiar with Masamune Shirow's designs? He does some really amazing weapon designs that are heavily based on realistic and practical gun structures that would probably work in real life, yet have a futuristic edge to them. One thing in weapon design--especially gun design, is to first work out the aiming, reloading, and kick-back support features. In your guns, most don't appear to have a logically working aiming system, and the reloading positions may not be the best for during the heat of combat. Also, one of your main designs feature the grip to be significantly further back and higher than the rest of the gun--I don't know if you've ever handled an assault rifle or a submachine gun before, but weight distribution is big deal when a gun is larger than a normal pistol. Your left arm (assuming you're right-handed) will tire out VERY fast if most of the weight is in the front. Take a look at bull-pup designes such as the FAMAS or AUG--you'll see how they solve the problem of using shorter barrel for compact design, while maintain a highly ergonomic structure. (I'm an avid airsoft player so I'm extremely picky about the ergonomics of how a gun functions during the heat of the action.)

My personal stance on concept design is that first and foremost the function is the king, and everything else can only come after the function has been designed to be as ergonomic as possible (unless it's absolutely impossible to have the most ergonomic design while keeping an aesthetically pleasing look for a particular product--in that case maybe the visual design can slightly outweigh the function--though instances like that are probably few). I see too many young concept artists going for outlandish designs that have no basis in how physics actually work in real-life--not even by pseudo-science standards. The list of concerns you wrote is very important, but it appears so many do not follow them. I have a feeling those designers are probably self-taught, as formally trained concept designers are always taught those basic principles of industrial design.

dhilipsomesh
12-05-2008, 09:44 AM
Thank you so much for your patient review ,

That is very true i have also noticed this problem in all the self thought artist But Only at the starting stage.
Fortunately i came to know about these theories in My Architecture education ,

Yes i do know form follows function, I believe breaking the shell out and creating interesting composition , If we look for more logic think we would have not have superman.

At First i want to show the process of finding the form by breaking mind shell.
I always feel Concept Artist should be perennial in there design intuitions.

Regarding heating i can also use cryogenic cooling system. to cool the weapon.

Masamune Shirow's sure i knw him he is a master. If am not wrong he is the main guy who designs ID for APPLE SEED

dhilipsomesh
12-05-2008, 09:56 AM
Hi some more of my weapon spreehttp://www.conceptart.org/forums/attachment.php?attachmentid=534228&stc=1&d=1228474295

dhilipsomesh
12-05-2008, 09:57 AM
hello guys i would like to share the process of my weapon spree

http://www.conceptart.org/forums/attachment.php?attachmentid=534229&stc=1&d=1228474371

USMCBuckeroo
12-27-2008, 12:33 AM
Howdy dhilipsomesh,

First, I really like the apperance and the nifty sci-fi look of your designs....they really look appealing to the gaming crowd. You obviously have some talent.

I also must give big kudos to Lunatique for her SPLENDID and most accurate explanation of weapon 'ergonomics' in the real world.......nicely done Lunatique.

Your latest weapon is also very sexy looking, but would weigh approximately 12 pounds or so forward of the web of the right hand......in an effort to patiently illustrate and provide a real world analogy, try holding a stick in your right hand with a 12 pound weight attached to it for at least 60 seconds.......a little tough huh? Now, try the same exercise for 6 minutes .....if you can accomplish this, you are to be commended at your prowess!

Now, if even a smidgen of psuedo/real world dynamics are not necessary, then I honestly think you are onto something!

All of that said, your designs are the fodder of many a FPS video game.

Semper Fi!

USMC_Buckeroo

Lunatique
12-27-2008, 04:41 AM
Regarding heating i can also use cryogenic cooling system. to cool the weapon.


You misunderstood the way I used the word "heat." In the context of what I wrote, the word heat means intensity, not temperature. "During the heat of the battle" or "heat of the action" means when the battle is very intense. When you are being surrounded by enemies and there's gunfire from multiple directions, and you are trying very hard to remain hidden behind cover, the last thing you want to do is fumble with your gun's loading system. This is why the loading system must be very easily accessible, fast to use, and as jam-proof as possible. The aiming system also has to fit the ergonomics of your body. In a typical firing position, the aiming system must be easily reached by your eye(s) while keeping the trajectory on the target, and the gun must be in a position where your body can absorb the impact of the kickback. Modern day guns look the way they do because they evolved from centuries of expert design--you deviate from that hard-won research at your own peril. If you look carefully at the best sci-fi gun designs out there, they are all based firmly on the principles of modern gun design--the designers knew that it's a system that makes sense and very few, if any alternatives, will be practical in real life.

Howdy dhilipsomesh,

First, I really like the apperance and the nifty sci-fi look of your designs....they really look appealing to the gaming crowd. You obviously have some talent.

I also must give big kudos to Lunatique for her SPLENDID and most accurate explanation of weapon 'ergonomics' in the real world.......nicely done Lunatique.

Your latest weapon is also very sexy looking, but would weigh approximately 12 pounds or so forward of the web of the right hand......in an effort to patiently illustrate and provide a real world analogy, try holding a stick in your right hand with a 12 pound weight attached to it for at least 60 seconds.......a little tough huh? Now, try the same exercise for 6 minutes .....if you can accomplish this, you are to be commended at your prowess!

Now, if even a smidgen of psuedo/real world dynamics are not necessary, then I honestly think you are onto something!

All of that said, your designs are the fodder of many a FPS video game.

Semper Fi!

USMC_Buckeroo

I agree with what he said. The frontal weight of your new gun is too much--at this point the gun will need the other hand to support the weight--it is no longer a one-hand weapon.

Often sci-fi FPS games are not after any kind of realism--even pseudo science, and they only care if something looks insanely cool. In that case, our design philosophy would only hinder the freedom of the designer. I'm personally a fan of more realistic designs--even for sci-fi (Aliens and Bladerunner instead of Star Wars).

BTW, Gordon, if you look carefully, my name is Robert--that's a dude's name. ;) The photo is from my photography work--a photo of my wife.

USMCBuckeroo
12-27-2008, 04:21 PM
Howdy again fellas :wavey:

Point taken Lunatique. Apologies for the mistaken gender I.D., that was just a quick assumption on my part based on a glance at your avatar.....that said, I will potentially commit yet another faux paus by saying, you are indeed one LUCKY fella if that is a photo of your wife! My compliments to both you {you lucky bugger} and your beautiful wife. :love:

Now, back to the thread. I should have probably prefaced my ramblings and observations aout weapon design above with stating that I am a retired United States Marine Corp NCO {E-5} who served in the early 70's during Vietnam. My past experience with weapon technology has spanned many years and has also endured many variations on the same themes. One of the very first {for me} was the early transition from the dependable {and highly preferred} M-14 to the lighter weight M-16. This {let's call it} ergonomic transition from the standard stock grip rifle design, to the more modern 'pistol' grip rifle configuration caused more grief amoungst the ranks than most know.
Anyways, I will not bore you with any more of my bio, I just thought I'd mention it so that my ramblings have some chance at being taken for what they are.....real world experience.

I do personally feel that there is some room for.......elaboration, in weapon design still to be discovered and applied, but real world dynamics {i.e., targeting, reloading, maintenance, etc as has already been so eloquontly phrased by Lunatique must always be at the forefront of weapon design. Additionally, Lunatique's mention of films like ALIENS and BLADERUNNER are much closer to better examples of weapon design evolution than most of the Sci-Fi FPS'ers out there.
The M-41 Pulse Rifle from the film ALIENS {which is in actuality based upon the old WWII Thompson .45 caliber submachine gun chassis} is a fine example of proper weapon evolution. If you've ever held one of these M-41 replicas {I have three of them from two different manufacturers}, you will find it is impressively well balanced, fits into the shoulder like a champ, has a very 'positive' chambering action when reloaded, and is short and stubby enough in overall length that it would be devastating in any CQB environment.
If you want a good starting point for something more "futuristic", maybe beginning with the good ol' M-41 as a genesis would be a decent decision?

Since I've had the soapbox out for so long already, I'll save you the heartache of any further observations till beckoned to do so..........

Semper Fi !

USMC_Buckeroo :thumbsup:

irwit
01-19-2009, 04:04 PM
As much as I do agree with the points about form over function I believe your form is great. Really nice work, inventive with the add on parts and such. Would love to see who or what would be using weapons like these.

Archeus
01-22-2009, 07:53 PM
Looking at your artwork reminds me a lot of concept artwork from games like Halo and such, it's really good and nice to look at, however the one thing I've been debating the last couple of days is.. "should one just focus on something that looks cool? or should we focus on something that's believable but only half as cool?".

There's lots of examples of people simply going all out on the cool factor and just going for form, but in reality there's no way something like that would ever be practical. Which is why on my current project I'm debating this issue heavily in my design for a tank. There's so many sketches and pieces and parts I've scrapped simply because they do not look aesthetically possible, or sometimes they look to heavy, or they're just not applicable. I think your weapons look great and you could get away with the fact that they are that big because of blank reason. Maybe they're cooling chambers, maybe they improve stability, maybe they have storage units, maybe it helps with grip control, etc etc.

But in the end, it just seems like a choice we have to make. Sometimes making sense out of something is not the best solution. And you just have to go with what looks cool.

Anyways, great looking designs, maybe you can take a look at my project when I finish putting together the thread later today.

gruhn
01-22-2009, 08:44 PM
Seems to me that basing a future design on an older design is not a sign of evolution. The linear recoil of the AR-15 class is a good thing. I've never heard any (other) hint of a complaint about that.

The bullpup design is specificly to allow for a full length barrel in a shorter overall weapon.

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